Ranged 10; One Creature; Attack: +9 vs. Will; Hit 1d6+6 psychic damage, and QuestionMark is invisible to target until the start of his next turn.

Misty Step (Free; when An enemy under QuestionMark's Curse is reduced to 0 hit points or fewer; Fey Pact; at-will)

QuestionMark can immediately teleport 3 squares as a free action.

Warlock's Curse (Minor; at-will)

QuestionMark can place a Warlock's curse on the nearest enemy he can see. A cursed enemy is more vulnerable to his attacks. If he hits a cursed enemy with an attack he can deal 1d6 extra damage. He decides whether to appliy the extra damage after making the damage roll. He can only deal this extra damage once per round. QuestionMark's Curse remains in effect untill the end of the encounter or untill the cursed enemy is defeated. QuestionMark can place his curse on multable enemies over the course of an encounter; each curse requires the use of a minor action. His Curse can't be placed on a creature already affected by his or another Warlock's Curse.

Witchfire (Standard; encounter) ✦ Arcane, Fire, Implement

Ranged 10; One creature; Attack: +9 vs. Reflex; Hit: 2d6+6 fire damage, and the target takes a -6 penalty to attack rolls until the end of QuestionMark's next turn.

Close burst 1; Target: Each creature in burst; Attack +9 vs. Fort; Hit 1d8+6 damage, and Effect: QuestionMark is teleportes 9 squares. Any opponets hit are immobilized until the end of QuestionMark's next turn.

Curse of the Bloody Fangs (Standard; daily) ✦ Arcane, Implement,

Ranged 10; One Creature; Attack +9 vs. AC; Hit 2d10+6 damage. Sustain Minor: The target of QuestionMark's Curse of the Bloody Fangs and any of his enemies adjacent to it take 1d10 damage (save ends).

Quickcurse Rod +1

Critical: +1d6. Power (Encounter): Free Action. QuestionMark Places his Warlock's Curse on any target he can see.

Summoned Armor +2

Armor: Leather. Power: Minor Action. QuestionMark can bansh or summon this armor as a free action, unless he is already wearing armor. The armor appears as though he donnes it normally.

Cloak of the Walking Wounded

Property: If questionMark uses his second wind ability while bloodied he can use two healing surges, gaining HP from both.

QuestionMark is a changeling and thespian by birth and by raising. His parents ran a acting troupe with which they toured. They would preform for everyone from nobles to common foke, but no one knew that they were changelings. Even durring the last war they traveled untill the day Mark saw his family killed.

They were on the road, the road he rembers his parents loving, the freedom of it, then comming the other direction was a group of soliders. They had just heard about the desaster in Cyre and everyone was anxious about it. There were rumors of spies and fears that what had happend in cyre could happen elsewhere. Perhaps the soldiers thought they looked suspicious or that they had broken the law but whatever the reason they attacked the traviling actors without warning.

He awoke hours later under a bush that had sheltered him from the sight of the solders, as if the fey had helped him survive.

Since then he has wandered allways hiding behind this or that character from the plays his family had proformed.

It is hard to say what QuestionMark's true personality is because he is always acting. And note all personalities are subject to change.

Lust: Desiree (f)

Tiefling; Generally wears a bikini or less worth of clothing, very attractive; likes sexual inuendos to an annoying degree. Views sex as a nongulty pleasure, even a good thing. She also has no shame about nudity, hers or others. 5'7

Human; Overweight, balding and unkept; Apathetic not driven to anything.

Diligence: Oved (m)

Dragonborn; Physical Description; Personality

Wrath: Gershom (m)

Minotaur; Description; Will destroy any who stand in his way.

Patience: Kinion (m)

Eladrin; Older looking, not ancient but old enough to be an elder and yet still fully capable; Not one to get easily worked up Kinion takes the world as it comes to him and does what he can when the time is right.

Envy: Muna

Race; Physical Description; Personality

Kindness: Charity (f)

Race; Physical Description; Personality

Pride: Lord Jarot (m)

Human; Hansom with chisled features defined mussels, not like a weight lifter but decent; OuestionMark's Jarot is an embodiment of ambition. While basically good, he thinks of failure as the greatest evil. Always striving for more.

Humility: Russel (m)

Human; Very plain looking without any outstanding features; "Success is not achieved by yourself, it is achieved through the help of others or chance" "I go not where I want to, but where I am needed"

Justice; Justice (m)

Deva; There is a flash and a shimmer. Where (name) was standing is now a seven foot tall Deva; "I am Justice," states a booming voice as if it should be obvious, "I am the Herald, proof of the return of the old Gods. None can stand against me, Go and tell of what I have said."

Gnoll; At seven feet tall, Riel is a fierce and wild looking individual. Riel is short for Gabriel. He is cover by short thick light brown fur with a slightly longer darker mane on his head and back. A distinguishing feature are his cold blue eyes.

The Feywild frost princess Shaefa powers QuestionMark's Curse of the Bloody Fangs. The Phantasmal beasts called from this power seem to be made of frost with eyes as cold as the abyss. It is specifically tied ti the ice-blue snowflake on the inside of her left wrist. [1]

I think it'd be better if you used in setting character names instead of real-world ones like Macbeth. There is, infact, a perfect counterpart—King Jarot, the last King of Galifar before the Last War. Ambitious but his paranoia eventually destroyed the empire. (check Ht 7-23-09)

Witchfire penality is -6, not -7 (2+Int Mod of 4) (fixed)

Otherwordly Stride is just a close attack, not close and area (fixed)

Neutral is not a 4E alignment; used Unaligned (fixed)

A dagger for a basic melee would got in the Basic Melee block and the summary (check Ht 7-23-09)

Your Equipment section doesn't have all your gear. It also says you have 6 gold when you should have 1, and that your armor weighs 16 lbs when it should be 15. I think your total weight carried comes out to 62 lbs.

You may want to remove all the "See the [specific template] for details" notes.

With the rage building inside of you so steeply, you feel the rage of Gershom the Minotaur trying to pry it's way out of your consciousness and into the physical realm by way of your racial abilities.

Make a saving throw with a penalty equal to the number of missed attacks you have made this combat.

- If you fail by 3 or more, you must use a minor action as soon as you can to become Gershom.
- If you fail or succeed by 2 or less (result of 8 to 12), you remain as Lord Jarot, but must make another save after every missed attack you make.
- If you succeed in hitting any enemies two times without missing in between, or you succeed by three or more (total of 13 after penalties) on your saving throw, then you can remain as Lord Jarot and are no longer subject to this rules set.
- If you succeed in ending this effect, you can chose to change to one of your other personalities rather than staying as Lord Jarot and you can do so as a free action rather than the normal minor action. The personality must fit the RP/situation.

OOC: Thought this would be fun considering your multiple personality disorder, lol. Let's see where this takes us!

Prophesy

Shaefa sits in a throne of ice besides her mother, a beautiful but terrible queen of the ice realm. Both of the blue-skinned women smile and beckon you closer.

"So you have accepted our invitation!" Shaefa exclaims happily.

Her mother looks at you warmly (if that can be said appropriately about an ice queen) and offers you a set of dark blue leather gloves. The insides are not lined with fur, but they seem to keep your hands plenty warm in the chilly cavern.

"Masumi, keeper of many souls, there is a prophesy unfolding. Fate plays before us and the only choices we have are to follow it's path as it flows onwards, or kick and scream as it pulls us along. Which would you choose young one? Think quickly, for time is nearly up. Our world is threatened by a great evil; one that will transcend from our world into yours. All that will be left is death and despair. Follow the road that isn't to a place that is no longer. There you will find the seeds of evil. Follow the southern wind to the home of fire's voice and ride the crest to a land of pale ice. Seek the model man with no soul of his own. The model man has death in his hands. You must make him drop it."